#include "resource.h"

#include <windows.h>
#include <tchar.h>
#include <stdio.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>

#include "uwinapp.h"
#include "uglut.h"
#include "uglwindow.h"

#ifndef M_PI
#define M_PI 3.14159265
#endif

bool bTranslate = false;

GLfloat cnt1 = 0.0f;

static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
static GLint gear1, gear2, gear3;
static GLfloat angle = 0.0;

static GLuint limit;
static GLuint count = 1;


static void gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
				 GLint teeth, GLfloat tooth_depth)
{
	GLint i;
	GLfloat r0, r1, r2;
	GLfloat angle, da;
	GLfloat u, v, len;

	r0 = inner_radius;
	r1 = outer_radius - tooth_depth / 2.0;
	r2 = outer_radius + tooth_depth / 2.0;

	da = 2.0 * M_PI / teeth / 4.0;

	glShadeModel(GL_FLAT);
	glNormal3f(0.0, 0.0, 1.0);
	glBegin(GL_QUAD_STRIP);
	for (i = 0; i <= teeth; i++) 
	{
		angle = i * 2.0 * M_PI / teeth;
		glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
		glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
		glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
	}
	glEnd();

	glBegin(GL_QUADS);
	da = 2.0 * M_PI / teeth / 4.0;
	for (i = 0; i < teeth; i++) 
	{
		angle = i * 2.0 * M_PI / teeth;

		glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
	}
	glEnd();

	glNormal3f(0.0, 0.0, -1.0);
	glBegin(GL_QUAD_STRIP);
	for (i = 0; i <= teeth; i++) 
	{
		angle = i * 2.0 * M_PI / teeth;
		glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
		glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
		glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
	}
	glEnd();

	glBegin(GL_QUADS);
	da = 2.0 * M_PI / teeth / 4.0;
	for (i = 0; i < teeth; i++) 
	{
		angle = i * 2.0 * M_PI / teeth;

		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
		glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
	}
	glEnd();

	glBegin(GL_QUAD_STRIP);
	for (i = 0; i < teeth; i++) 
	{
		angle = i * 2.0 * M_PI / teeth;

		glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
		glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
		u = r2 * cos(angle + da) - r1 * cos(angle);
		v = r2 * sin(angle + da) - r1 * sin(angle);
		len = sqrt(u * u + v * v);
		u /= len;
		v /= len;
		glNormal3f(v, -u, 0.0);
		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
		glNormal3f(cos(angle), sin(angle), 0.0);
		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
		u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
		v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
		glNormal3f(v, -u, 0.0);
		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
		glNormal3f(cos(angle), sin(angle), 0.0);
	}
	glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
	glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);

	glEnd();
	
	glShadeModel(GL_SMOOTH);
	glBegin(GL_QUAD_STRIP);
	for (i = 0; i <= teeth; i++) 
	{
		angle = i * 2.0 * M_PI / teeth;
		glNormal3f(-cos(angle), -sin(angle), 0.0);
		glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
		glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
	}
	glEnd();
}

static void reshape(int width, int height)
{
	GLfloat h = (GLfloat) height / (GLfloat) width;

	glViewport(0, 0, (GLint) width, (GLint) height);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef(0.0, 0.0, -40.0);
}

void my_init()
{
    //huys::URectL rect;
    //this->getClientRect(rect);
    //reshape(640, 480);

	static GLfloat pos[4] =  {5.0, 5.0, 10.0, 0.0};
	static GLfloat red[4] =  {0.8, 0.1, 0.0, 1.0};
	static GLfloat green[4] =  {0.0, 0.8, 0.2, 1.0};
	static GLfloat blue[4] =  {0.2, 0.2, 1.0, 1.0};

	glLightfv(GL_LIGHT0, GL_POSITION, pos);
	glEnable(GL_CULL_FACE);
	glEnable(GL_LIGHTING);
	glEnable(GL_LIGHT0);
	glEnable(GL_DEPTH_TEST);

	gear1 = glGenLists(1);
	glNewList(gear1, GL_COMPILE);
	glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
	gear(1.0, 4.0, 1.0, 20, 0.7);
	glEndList();

	gear2 = glGenLists(1);
	glNewList(gear2, GL_COMPILE);
	glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
	gear(0.5, 2.0, 2.0, 10, 0.7);
	glEndList();

	gear3 = glGenLists(1);
	glNewList(gear3, GL_COMPILE);
	glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
	gear(1.3, 2.0, 0.5, 10, 0.7);
	glEndList();

}

void my_disp()
{
    reshape(640, 480);
    
    angle += 2.0;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glPushMatrix();
    glRotatef(view_rotx, 1.0, 0.0, 0.0);
	glRotatef(view_roty, 0.0, 1.0, 0.0);
	glRotatef(view_rotz, 0.0, 0.0, 1.0);

    
	glPushMatrix();
	glTranslatef(-3.0, -2.0, 0.0);
	glRotatef(angle, 0.0, 0.0, 1.0);
	glCallList(gear1);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(3.1, -2.0, 0.0);
	glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
	glCallList(gear2);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(-3.1, 4.2, 0.0);
	glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
	glCallList(gear3);
	glPopMatrix();

	glPopMatrix();

	//glutSwapBuffers();

	count++;

}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE, LPSTR lpszCmdLine, int nCmdShow)
{
    UWinApp app;

    UGLWindow * p = new UGLWindow;

    p->setInterval(10);
    p->setReshape(&reshape);
    p->setInit(&my_init);
    p->setDisplay(&my_disp);

    app.setMainWindow(p);

    app.init(hInstance);

    return app.run();
}

